Post by Rapp on Jan 11, 2016 5:57:42 GMT
Rapp
Character Info
REAL NAME: Rapp Scallion
REAL GENDER: Male
GAME GENDER: Male
AGE: 10
SEXUALITY: Heterosexual
FACE-CLAIM: naru, BARAKAMON
PLAYED BY: Hirosame
RACE: Human
FACTION: Person of the Land
Appearance Rapp is a short boy, with medium-length blonde hair. His eyes are a solid brown, large, and very expressive, as it reflects his adventurous nature. He stands at 4 feet, 2 inches, being considered a bit of a runt among his friends and peers. He is fairly slender, being described best as skin and bones. Not much muscle is there on the boy, not having to have done much manual labor in his time, outside of some running around he needed to do for his parents. Given that he is short, his arms and legs are proportionally decent sized, his legs being just a tad longer than the rest of his body. His face is usually bright and cheerful, sporting a grin most of the time, as he always looks for a new adventure on the horizon. | Personality Rapp is an incredibly happy-go-lucky child, and quite often finds the best in most situations, as his past describes quite well. He is very quick to make decisions based on what he feels like is right or wrong, though not having a very solid idea of what could be right or wrong. He's still 10, after all. That being said, he's very brash and often will speak what's on his mind clearly for anyone and everyone to hear. Growing up with merchant parents, he had to deal with a lot of people in the past, so he has no problem being in large masses of people at a time. Comes from having to go to the dock a lot. He is one to charge into things head-first, without thinking too much about it beforehand. Rapp acts on instinct quite often. Rapp doesn't spend much time thinking before speaking, so he can sometimes be either adorably blunt, or cause a bit of a problem being as forthcoming with his speech. He is naive, as he hasn't spent much time in the outside world yet, though that isn't to say he was sheltered as a younger kid. The boy has yet to learn the ways of the world, and to journey out into the unknown to see what there is to see. Rapp's adventurous nature takes over whenever something new or exciting comes his way, granting him the head-first charge into the unknown. His curiosity is never truly sated, as he dives further into whatever new thing attracts his attention. |
Extra
- Wants to be a Pirate
- Blunt
- Naive; possibly easily coerced.
- Right-handed.
- Doesn't think before acting, most of the time.
- Blunt
- Naive; possibly easily coerced.
- Right-handed.
- Doesn't think before acting, most of the time.
Biography
Rapp Scallion was born and raised in the Purple District of the Seaport of Lune. His father, Edward Scallion, was a merchant and trader, pertaining mostly to sea-fairing trades, which caused Rapp to head down to the docks to watch the men load and unload the ship. His mother, Diana, would always take him to see his father off, whenever the boat was to ship out to sea, and bring Rapp along to see the ship sail back in, when it was time for Edward to come home. The sea always interested the young boy, who wished that he could go out and experience the world for himself, in whatever way he wanted to go about. He often had the thought of sneaking onboard his father's ship, and sail off to new lands with him. Of course, his parents would never allow such a thing.
Rapp's childhood was simple. He went to a small schoolhouse in the Lavender Atoll, made friends, and often played down by the seashore. He had to get used to his father leaving for a long period of time periodically, only being back every so often for about a month or two. That never did keep him from loving his father, though, as the smell of adventure always wafted back into the house when Edward returned home. Rapp would always ask his father about the adventurous things that happened on the seas, and would listen intently, despite his father almost always saying that he had a fairly safe and uneventful trip. Of course, Edward and Diana preferred it that way, but Rapp always wanted to hear about some kind of swashbuckling adventure on the high seas. Ah, his dream!
One day, Edward returned home much earlier than expected from a long merchant voyage, unscathed but without a ship. He and the rest of the crew had taken life-boats back to the island, being adrift for about a day, after setting out two days prior. Diana, overcome with worry, immediately asked what happened. His father's ship was attacked and commandeered by pirates, though luckily there wasn't much onboard. The crew made it off safe without a ship on the life boats, and rowed back to shore together. Nobody was hurt, but the amount of goods that had been stolen, plus the ship itself, amounted to a sizable loss. His father, for the moment, was without a ship, and therefore couldn't do business. The local authorities had already been notified, and the ship was as good as secured not 3 days later.
Now, one would image that Rapp would be overly worried about his father and the ship, but instead, it sparked within him an overwhelming urge to go out into the world, even more than usual. There were pirates out there! Sea-ridden muscle-men who did as they pleased, and moved with the wind and waves! Nothing more did Rapp want in his life than to be one of those hearty men, causing him to come to a definite decision. He had heard that one of his friends' fathers was to set out on a merchant cruise as well, to the city of Lune, to trade some armor and weaponry that had been made. Rapp made it his goal to sneak out and onto this ship, hiding himself within one of the barrels, thanks to his small stature. Eventually, the ship began to move, and he had set course for the city, and then whatever was beyond from there! Pilfering a few of the armaments in the storage before coming ashore, he zipped away as soon as he could into the city. He would find those pirates himself, if need be, and he would join their ranks, ruling the seas, forever more!
Rapp's childhood was simple. He went to a small schoolhouse in the Lavender Atoll, made friends, and often played down by the seashore. He had to get used to his father leaving for a long period of time periodically, only being back every so often for about a month or two. That never did keep him from loving his father, though, as the smell of adventure always wafted back into the house when Edward returned home. Rapp would always ask his father about the adventurous things that happened on the seas, and would listen intently, despite his father almost always saying that he had a fairly safe and uneventful trip. Of course, Edward and Diana preferred it that way, but Rapp always wanted to hear about some kind of swashbuckling adventure on the high seas. Ah, his dream!
One day, Edward returned home much earlier than expected from a long merchant voyage, unscathed but without a ship. He and the rest of the crew had taken life-boats back to the island, being adrift for about a day, after setting out two days prior. Diana, overcome with worry, immediately asked what happened. His father's ship was attacked and commandeered by pirates, though luckily there wasn't much onboard. The crew made it off safe without a ship on the life boats, and rowed back to shore together. Nobody was hurt, but the amount of goods that had been stolen, plus the ship itself, amounted to a sizable loss. His father, for the moment, was without a ship, and therefore couldn't do business. The local authorities had already been notified, and the ship was as good as secured not 3 days later.
Now, one would image that Rapp would be overly worried about his father and the ship, but instead, it sparked within him an overwhelming urge to go out into the world, even more than usual. There were pirates out there! Sea-ridden muscle-men who did as they pleased, and moved with the wind and waves! Nothing more did Rapp want in his life than to be one of those hearty men, causing him to come to a definite decision. He had heard that one of his friends' fathers was to set out on a merchant cruise as well, to the city of Lune, to trade some armor and weaponry that had been made. Rapp made it his goal to sneak out and onto this ship, hiding himself within one of the barrels, thanks to his small stature. Eventually, the ship began to move, and he had set course for the city, and then whatever was beyond from there! Pilfering a few of the armaments in the storage before coming ashore, he zipped away as soon as he could into the city. He would find those pirates himself, if need be, and he would join their ranks, ruling the seas, forever more!
Inventory
EQUIPMENT
Left Arm Starter Claymore: A two-handed sword that uses its sheer mass to assist in cleaving foes. A starter weapon designed for novice adventurers, made out of cheap iron. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can. | Armor Starter Platemail: A basic set of plate armor made from cheap iron. They are not really too protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it. | Right Arm Starter Claymore: A two-handed sword that uses its sheer mass to assist in cleaving foes. A starter weapon designed for novice adventurers, made out of cheap iron. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can. |
Accessory #1 Leave blank | Accessory #2 Leave blank | Accessory #3 Leave blank |
Accessory #4 Leave blank | ||
Vanity #1 Leave blank | Vanity #2 Leave blank | Vanity #3 Leave blank |
CLASS SKILLS
Main Class: Guardian
Anchor Howl: Tier I Skill
A loud soundwave is generated from the Guardian's position, encompassing the surrounding 5 meters in radius. This causes movement speed away from the Guardian to lower the farther away a target is. As a result, some might attempt to make a run for it by either dashing or jumping. These two actions trigger the second part of this skill, which delivers a heavy counter to punish a retreating foe. It effectively serves as a way to maintain the enemy's attention on the Guardian. This skill has an animation time of 3 seconds, maximum duration of 10 seconds, and a cooldown of 30 seconds. If the Guardian moves from their initial position, this skill is canceled.
A loud soundwave is generated from the Guardian's position, encompassing the surrounding 5 meters in radius. This causes movement speed away from the Guardian to lower the farther away a target is. As a result, some might attempt to make a run for it by either dashing or jumping. These two actions trigger the second part of this skill, which delivers a heavy counter to punish a retreating foe. It effectively serves as a way to maintain the enemy's attention on the Guardian. This skill has an animation time of 3 seconds, maximum duration of 10 seconds, and a cooldown of 30 seconds. If the Guardian moves from their initial position, this skill is canceled.
Hammer Beat: Tier I Skill
A skill that raises the shield or two-handed weapon over the Guardian's body, then crashes it down upon the enemy with a loud sound effect. If a monster struck by this attack is lower-leveled than the Guardian, it is almost guaranteed to shift aggro upon the Guardian. However, the Guardian may need to follow up this skill with other aggro-generating skills in order to reliably hold the monster's aggro in an extended fight. This skill has an animation time of 2.5 seconds and a cooldown of 5 seconds.
A skill that raises the shield or two-handed weapon over the Guardian's body, then crashes it down upon the enemy with a loud sound effect. If a monster struck by this attack is lower-leveled than the Guardian, it is almost guaranteed to shift aggro upon the Guardian. However, the Guardian may need to follow up this skill with other aggro-generating skills in order to reliably hold the monster's aggro in an extended fight. This skill has an animation time of 2.5 seconds and a cooldown of 5 seconds.
Heavy Anchor: Tier I Skill
This skill is performed by facing a nearby target at equal footing. The Guardian slams their foot into the ground, causing both the Guardian and their target to essentially be pinned to the very spot they stand. This skill has an animation time of 2 seconds and a cooldown of 30 seconds. The maximum duration of this skill is 10 seconds, ending immediately when either the Guardian or target is struck by an outside force. As such, this skill cannot be used to resist effects such as knockback.
This skill is performed by facing a nearby target at equal footing. The Guardian slams their foot into the ground, causing both the Guardian and their target to essentially be pinned to the very spot they stand. This skill has an animation time of 2 seconds and a cooldown of 30 seconds. The maximum duration of this skill is 10 seconds, ending immediately when either the Guardian or target is struck by an outside force. As such, this skill cannot be used to resist effects such as knockback.
Cardinal Rose: Tier I Adventurer Skill
A skill that distinguishes a character's ability to be a good navigator. It is a toggle skill that uses a negligible amount of mana when it is activated, causing an icon of a compass to appear in the bottom right corner of the character's vision. As long as this skill is active, the character will always know which direction is north. This skill is particularly effective when exploring in uncharted territory.
A skill that distinguishes a character's ability to be a good navigator. It is a toggle skill that uses a negligible amount of mana when it is activated, causing an icon of a compass to appear in the bottom right corner of the character's vision. As long as this skill is active, the character will always know which direction is north. This skill is particularly effective when exploring in uncharted territory.
Splitting Fang: Tier I Adventurer Skill
A ranged attack performed with any weapon that can be swung. It is activated by swinging the weapon from a raised position over the head downward about 120 degrees. The swing causes a thin white projectile to be generated to quickly slide across the ground and move forward a maximum of 10 meters. The projectile's height is roughly a meter high. As soon as the projectile touches any physical object or non-ally character, it dissipates and deals physical damage to them. This skill can go through allies without damaging them, allowing for a good turtling strategy for teams with strong defensive formations. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds.
A ranged attack performed with any weapon that can be swung. It is activated by swinging the weapon from a raised position over the head downward about 120 degrees. The swing causes a thin white projectile to be generated to quickly slide across the ground and move forward a maximum of 10 meters. The projectile's height is roughly a meter high. As soon as the projectile touches any physical object or non-ally character, it dissipates and deals physical damage to them. This skill can go through allies without damaging them, allowing for a good turtling strategy for teams with strong defensive formations. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds.
Counter Break: Tier I Guardian Skill
Every force has an equal and opposite reaction. When attacked, the two options are usually to move out of the way or brace and block the attack somehow. However, some choose a third unusual option which is to face the attack head on with a display of power of your own. By literally attacking an attack with an attack, you not only mess up the collision point but you negate most of your opponent’s power using your own kinetic energy. Also, if you surpass your opponent in power sufficiently, it is possible to break apart the opponent’s attack so significantly that you can chain it into an attack of your own. This skill can only be used as a counterattack against skills with an animation time of 2 seconds or more. Counter Break has a cooldown of 30 seconds.
Every force has an equal and opposite reaction. When attacked, the two options are usually to move out of the way or brace and block the attack somehow. However, some choose a third unusual option which is to face the attack head on with a display of power of your own. By literally attacking an attack with an attack, you not only mess up the collision point but you negate most of your opponent’s power using your own kinetic energy. Also, if you surpass your opponent in power sufficiently, it is possible to break apart the opponent’s attack so significantly that you can chain it into an attack of your own. This skill can only be used as a counterattack against skills with an animation time of 2 seconds or more. Counter Break has a cooldown of 30 seconds.
Level 13 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 13.
Level 16 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 16.
Level 19 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 19.
Level 22 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 22.
Level 25 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 25.
Level 28 Tier I Skill: A Tier I skill slot that can be occupied with either an Adventurer or Main Class skill. Unlocked at Level 28.
Level 31 Tier II Skill: A skill slot that can be occupied with either an Adventurer or Main Class skill. The skill may be either a Tier I or II skill. Unlocked at Level 31.
Roleplay Class: Merchant
Haggling: Using an eye for money and sharp negotiations, Merchants can save up a lot of money in the long run. Merchants gain a passive 10% discount in Material Fees when crafting. This bonus also extends to a crafter who is crafting an item where the Merchant is the receiver. Please mention that you have this skill when you are submitting the craft thread to be claimed.
Crafting Class: Woodcrafter
Timber: Toggle skill. Woodcrafters naturally have an affinity for chopping and carving wood, making their abilities key in harming monsters that happen to be arboreal in nature. Woodcrafters deal 20% more damage to Plant-type monsters. They can also cancel buffs on Plant-type monsters upon a successful hit.
Change Log
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